// Emacs style mode select	 -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Game completion, final screen animation.
//
//-----------------------------------------------------------------------------


static const char
rcsid[] = "$Id: f_finale.c,v 1.5 1997/02/03 21:26:34 b1 Exp $";

#include <ctype.h>

// Functions.
#include "i_system.h"
#include "m_swap.h"
#include "z_zone.h"
#include "v_video.h"
#include "w_wad.h"
#include "s_sound.h"

// Data.
#include "dstrings.h"
#include "sounds.h"

#include "doomstat.h"
#include "r_state.h"

// ?
//#include "doomstat.h"
//#include "r_local.h"
//#include "f_finale.h"

// Stage of animation:
//	0 = text, 1 = art screen, 2 = character cast
int				finalestage;

int				finalecount;

#define TEXTSPEED		3
#define TEXTWAIT		250

char*	e1text = E1TEXT;
char*	e2text = E2TEXT;
char*	e3text = E3TEXT;
char*	e4text = E4TEXT;

char*	c1text = C1TEXT;
char*	c2text = C2TEXT;
char*	c3text = C3TEXT;
char*	c4text = C4TEXT;
char*	c5text = C5TEXT;
char*	c6text = C6TEXT;

char*	p1text = P1TEXT;
char*	p2text = P2TEXT;
char*	p3text = P3TEXT;
char*	p4text = P4TEXT;
char*	p5text = P5TEXT;
char*	p6text = P6TEXT;

char*	t1text = T1TEXT;
char*	t2text = T2TEXT;
char*	t3text = T3TEXT;
char*	t4text = T4TEXT;
char*	t5text = T5TEXT;
char*	t6text = T6TEXT;

char*	finaletext;
char*	finaleflat;

void	F_StartCast (void);
void	F_CastTicker (void);
boolean F_CastResponder (event_t *ev);
void	F_CastDrawer (void);

//
// F_StartFinale
//
void F_StartFinale (void)
{
    gameaction = ga_nothing;
    gamestate = GS_FINALE;
    viewactive = false;
    automapactive = false;

    // Okay - IWAD dependend stuff.
    // This has been changed severly, and
    //	some stuff might have changed in the process.
    switch ( gamemode )
    {

        // DOOM 1 - E1, E3 or E4, but each nine missions
        case shareware:
        case registered:
        case retail:
        {
            S_ChangeMusic(mus_victor, true);

            switch (gameepisode)
            {
                case 1:
                    finaleflat = "FLOOR4_8";
                    finaletext = e1text;
                    break;
                case 2:
                    finaleflat = "SFLR6_1";
                    finaletext = e2text;
                    break;
                case 3:
                    finaleflat = "MFLR8_4";
                    finaletext = e3text;
                    break;
                case 4:
                    finaleflat = "MFLR8_3";
                    finaletext = e4text;
                    break;
                default:
                    // Ouch.
                    break;
            }
            break;
        }

        // DOOM II and missions packs with E1, M34
        case commercial:
        {
            S_ChangeMusic(mus_read_m, true);

            switch (gamemap)
            {
                case 6:
                    finaleflat = "SLIME16";
                    finaletext = c1text;
                    break;
                case 11:
                    finaleflat = "RROCK14";
                    finaletext = c2text;
                    break;
                case 20:
                    finaleflat = "RROCK07";
                    finaletext = c3text;
                    break;
                case 30:
                    finaleflat = "RROCK17";
                    finaletext = c4text;
                    break;
                case 15:
                    finaleflat = "RROCK13";
                    finaletext = c5text;
                    break;
                case 31:
                    finaleflat = "RROCK19";
                    finaletext = c6text;
                    break;
                default:
                    // Ouch.
                    break;
            }
            break;
        }


        // Indeterminate.
        default:
            S_ChangeMusic(mus_read_m, true);
            finaleflat = "F_SKY1"; // Not used anywhere else.
            finaletext = c1text;  // FIXME - other text, music?
            break;
    }

    finalestage = 0;
    finalecount = 0;

}



boolean F_Responder (event_t *event)
{
    if (finalestage == 2)
        return F_CastResponder (event);

    return false;
}


//
// F_Ticker
//
void F_Ticker (void)
{
    int			i;

    // check for skipping
    if ( (gamemode == commercial)
            && ( finalecount > 50) )
    {
        // go on to the next level
        for (i=0 ; i<MAXPLAYERS ; i++)
            if (players[i].cmd.buttons)
                break;

        if (i < MAXPLAYERS)
        {
            if (gamemap == 30)
                F_StartCast ();
            else
                gameaction = ga_worlddone;
        }
    }

    // advance animation
    finalecount++;

    if (finalestage == 2)
    {
        F_CastTicker ();
        return;
    }

    if ( gamemode == commercial)
        return;

    if (!finalestage && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT)
    {
        finalecount = 0;
        finalestage = 1;
        wipegamestate = -1;				// force a wipe
        if (gameepisode == 3)
            S_StartMusic (mus_bunny);
    }
}



//
// F_TextWrite
//

#include "hu_stuff.h"
extern	patch_t *hu_font[HU_FONTSIZE];


void F_TextWrite (void)
{
    byte*		src;
    byte*		dest;

    int			x,y,w;
    int			count;
    char*		ch;
    int			c;
    int			cx;
    int			cy;

    // erase the entire screen to a tiled background
    src = W_CacheLumpName ( finaleflat , PU_CACHE);
    dest = screens[0];

    for (y=0 ; y<SCREENHEIGHT ; y++)
    {
        for (x=0 ; x<SCREENWIDTH/64 ; x++)
        {
            memcpy (dest, src+((y&63)<<6), 64);
            dest += 64;
        }
        if (SCREENWIDTH&63)
        {
            memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
            dest += (SCREENWIDTH&63);
        }
    }

    V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);

    // draw some of the text onto the screen
    cx = 10;
    cy = 10;
    ch = finaletext;

    count = (finalecount - 10)/TEXTSPEED;
    if (count < 0)
        count = 0;
    for ( ; count ; count-- )
    {
        c = *ch++;
        if (!c)
            break;
        if (c == '\n')
        {
            cx = 10;
            cy += 11;
            continue;
        }

        c = toupper(c) - HU_FONTSTART;
        if (c < 0 || c> HU_FONTSIZE)
        {
            cx += 4;
            continue;
        }

        w = SHORT (hu_font[c]->width);
        if (cx+w > SCREENWIDTH)
            break;
        V_DrawPatch(cx, cy, 0, hu_font[c]);
        cx+=w;
    }

}

//
// Final DOOM 2 animation
// Casting by id Software.
//	 in order of appearance
//
typedef struct
{
    char				*name;
    mobjtype_t	type;
} castinfo_t;

castinfo_t		castorder[] = {
    {CC_ZOMBIE, MT_POSSESSED},
    {CC_SHOTGUN, MT_SHOTGUY},
    {CC_HEAVY, MT_CHAINGUY},
    {CC_IMP, MT_TROOP},
    {CC_DEMON, MT_SERGEANT},
    {CC_LOST, MT_SKULL},
    {CC_CACO, MT_HEAD},
    {CC_HELL, MT_KNIGHT},
    {CC_BARON, MT_BRUISER},
    {CC_ARACH, MT_BABY},
    {CC_PAIN, MT_PAIN},
    {CC_REVEN, MT_UNDEAD},
    {CC_MANCU, MT_FATSO},
    {CC_ARCH, MT_VILE},
    {CC_SPIDER, MT_SPIDER},
    {CC_CYBER, MT_CYBORG},
    {CC_HERO, MT_PLAYER},

    {NULL,0}
};

int				castnum;
int				casttics;
state_t*		caststate;
boolean			castdeath;
int				castframes;
int				castonmelee;
boolean			castattacking;


//
// F_StartCast
//
extern	gamestate_t		wipegamestate;


void F_StartCast (void)
{
    wipegamestate = -1;			// force a screen wipe
    castnum = 0;
    caststate = &states[mobjinfo[castorder[castnum].type].seestate];
    casttics = caststate->tics;
    castdeath = false;
    finalestage = 2;
    castframes = 0;
    castonmelee = 0;
    castattacking = false;
    S_ChangeMusic(mus_evil, true);
}


//
// F_CastTicker
//
void F_CastTicker (void)
{
    int			st;
    int			sfx;

    if (--casttics > 0)
        return;					// not time to change state yet

    if (caststate->tics == -1 || caststate->nextstate == S_NULL)
    {
        // switch from deathstate to next monster
        castnum++;
        castdeath = false;
        if (castorder[castnum].name == NULL)
            castnum = 0;
        if (mobjinfo[castorder[castnum].type].seesound)
            S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
        caststate = &states[mobjinfo[castorder[castnum].type].seestate];
        castframes = 0;
    }
    else
    {
        // just advance to next state in animation
        if (caststate == &states[S_PLAY_ATK1])
            goto stopattack;	// Oh, gross hack!
        st = caststate->nextstate;
        caststate = &states[st];
        castframes++;

        // sound hacks....
        switch (st)
        {
            case S_PLAY_ATK1:
                sfx = sfx_dshtgn;
                break;
            case S_POSS_ATK2:
                sfx = sfx_pistol;
                break;
            case S_SPOS_ATK2:
                sfx = sfx_shotgn;
                break;
            case S_VILE_ATK2:
                sfx = sfx_vilatk;
                break;
            case S_SKEL_FIST2:
                sfx = sfx_skeswg;
                break;
            case S_SKEL_FIST4:
                sfx = sfx_skepch;
                break;
            case S_SKEL_MISS2:
                sfx = sfx_skeatk;
                break;
            case S_FATT_ATK8:
            case S_FATT_ATK5:
            case S_FATT_ATK2:
                sfx = sfx_firsht;
                break;
            case S_CPOS_ATK2:
            case S_CPOS_ATK3:
            case S_CPOS_ATK4:
                sfx = sfx_shotgn;
                break;
            case S_TROO_ATK3:
                sfx = sfx_claw;
                break;
            case S_SARG_ATK2:
                sfx = sfx_sgtatk;
                break;
            case S_BOSS_ATK2:
            case S_BOS2_ATK2:
            case S_HEAD_ATK2:
                sfx = sfx_firsht;
                break;
            case S_SKULL_ATK2:
                sfx = sfx_sklatk;
                break;
            case S_SPID_ATK2:
            case S_SPID_ATK3:
                sfx = sfx_shotgn;
                break;
            case S_BSPI_ATK2:
                sfx = sfx_plasma;
                break;
            case S_CYBER_ATK2:
            case S_CYBER_ATK4:
            case S_CYBER_ATK6:
                sfx = sfx_rlaunc;
                break;
            case S_PAIN_ATK3:
                sfx = sfx_sklatk;
                break;
            default:
                sfx = 0;
                break;
        }

        if (sfx)
            S_StartSound (NULL, sfx);
    }

    if (castframes == 12)
    {
        // go into attack frame
        castattacking = true;
        if (castonmelee)
            caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
        else
            caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
        castonmelee ^= 1;
        if (caststate == &states[S_NULL])
        {
            if (castonmelee)
                caststate=
                    &states[mobjinfo[castorder[castnum].type].meleestate];
            else
                caststate=
                    &states[mobjinfo[castorder[castnum].type].missilestate];
        }
    }

    if (castattacking)
    {
        if (castframes == 24
                ||	caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
        {
stopattack:
            castattacking = false;
            castframes = 0;
            caststate = &states[mobjinfo[castorder[castnum].type].seestate];
        }
    }

    casttics = caststate->tics;
    if (casttics == -1)
        casttics = 15;
}


//
// F_CastResponder
//

boolean F_CastResponder (event_t* ev)
{
    if (ev->type != ev_keydown)
        return false;

    if (castdeath)
        return true;					// already in dying frames

    // go into death frame
    castdeath = true;
    caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
    casttics = caststate->tics;
    castframes = 0;
    castattacking = false;
    if (mobjinfo[castorder[castnum].type].deathsound)
        S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);

    return true;
}


void F_CastPrint (char* text)
{
    char*		ch;
    int			c;
    int			cx;
    int			w;
    int			width;

    // find width
    ch = text;
    width = 0;

    while (ch)
    {
        c = *ch++;
        if (!c)
            break;
        c = toupper(c) - HU_FONTSTART;
        if (c < 0 || c> HU_FONTSIZE)
        {
            width += 4;
            continue;
        }

        w = SHORT (hu_font[c]->width);
        width += w;
    }

    // draw it
    cx = 160-width/2;
    ch = text;
    while (ch)
    {
        c = *ch++;
        if (!c)
            break;
        c = toupper(c) - HU_FONTSTART;
        if (c < 0 || c> HU_FONTSIZE)
        {
            cx += 4;
            continue;
        }

        w = SHORT (hu_font[c]->width);
        V_DrawPatch(cx, 180, 0, hu_font[c]);
        cx+=w;
    }

}


//
// F_CastDrawer
//
void V_DrawPatchFlipped (int x, int y, int scrn, patch_t *patch);

void F_CastDrawer (void)
{
    spritedef_t*		sprdef;
    spriteframe_t*		sprframe;
    int					lump;
    boolean				flip;
    patch_t*			patch;

    // erase the entire screen to a background
    V_DrawPatch (0,0,0, W_CacheLumpName ("BOSSBACK", PU_CACHE));

    F_CastPrint (castorder[castnum].name);

    // draw the current frame in the middle of the screen
    sprdef = &sprites[caststate->sprite];
    sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
    lump = sprframe->lump[0];
    flip = (boolean)sprframe->flip[0];

    patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
    if (flip)
        V_DrawPatchFlipped (160,170,0,patch);
    else
        V_DrawPatch (160,170,0,patch);
}


//
// F_DrawPatchCol
//
void
F_DrawPatchCol
( int			x,
  patch_t*		patch,
  int			col )
{
    column_t*	column;
    byte*		source;
    byte*		dest;
    byte*		desttop;
    int			count;

    column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
    desttop = screens[0]+x;

    // step through the posts in a column
    while (column->topdelta != 0xff )
    {
        source = (byte *)column + 3;
        dest = desttop + column->topdelta*SCREENWIDTH;
        count = column->length;

        while (count--)
        {
            *dest = *source++;
            dest += SCREENWIDTH;
        }
        column = (column_t *)(	(byte *)column + column->length + 4 );
    }
}


//
// F_BunnyScroll
//
void F_BunnyScroll (void)
{
    int			scrolled;
    int			x;
    patch_t*	p1;
    patch_t*	p2;
    char		name[10];
    int			stage;
    static int	laststage;

    p1 = W_CacheLumpName ("PFUB2", PU_LEVEL);
    p2 = W_CacheLumpName ("PFUB1", PU_LEVEL);

    V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);

    scrolled = 320 - (finalecount-230)/2;
    if (scrolled > 320)
        scrolled = 320;
    if (scrolled < 0)
        scrolled = 0;

    for ( x=0 ; x<SCREENWIDTH ; x++)
    {
        if (x+scrolled < 320)
            F_DrawPatchCol (x, p1, x+scrolled);
        else
            F_DrawPatchCol (x, p2, x+scrolled - 320);
    }

    if (finalecount < 1130)
        return;
    if (finalecount < 1180)
    {
        V_DrawPatch ((SCREENWIDTH-13*8)/2,
                     (SCREENHEIGHT-8*8)/2,0, W_CacheLumpName ("END0",PU_CACHE));
        laststage = 0;
        return;
    }

    stage = (finalecount-1180) / 5;
    if (stage > 6)
        stage = 6;
    if (stage > laststage)
    {
        S_StartSound (NULL, sfx_pistol);
        laststage = stage;
    }

    sprintf (name,"END%i",stage);
    V_DrawPatch ((SCREENWIDTH-13*8)/2, (SCREENHEIGHT-8*8)/2,0, W_CacheLumpName (name,PU_CACHE));
}


//
// F_Drawer
//
void F_Drawer (void)
{
    if (finalestage == 2)
    {
        F_CastDrawer ();
        return;
    }

    if (!finalestage)
        F_TextWrite ();
    else
    {
        switch (gameepisode)
        {
            case 1:
                if ( gamemode == retail )
                    V_DrawPatch (0,0,0,
                                 W_CacheLumpName("CREDIT",PU_CACHE));
                else
                    V_DrawPatch (0,0,0,
                                 W_CacheLumpName("HELP2",PU_CACHE));
                break;
            case 2:
                V_DrawPatch(0,0,0,
                            W_CacheLumpName("VICTORY2",PU_CACHE));
                break;
            case 3:
                F_BunnyScroll ();
                break;
            case 4:
                V_DrawPatch (0,0,0,
                             W_CacheLumpName("ENDPIC",PU_CACHE));
                break;
        }
    }

}


